bsnes/pixelshaders/GLSL/Scale2x.shader
Tim Allen 6b4104867f Update to v075 release.
byuu says:

This release brings improved Super Game Boy emulation, the final SHA256
hashes for the DSP-(1,1B,2,3,4) and ST-(0010,0011) coprocessors, user
interface improvements, and major internal code restructuring.

Changelog (since v074):
- completely rewrote memory sub-system to support 1-byte granularity in
  XML mapping
- removed Memory inheritance and MMIO class completely, any address can
  be mapped to any function now
- SuperFX: removed SuperFXBus : Bus, now implemented manually
- SA-1: removed SA1Bus : Bus, now implemented manually
- entire bus mapping is now static, happens once on cartridge load
- as a result, read/write handlers now handle MMC mapping; slower
  average case, far faster worst case
- namespace memory is no more, RAM arrays are stored inside the chips
  they are owned by now
- GameBoy: improved CPU HALT emulation, fixes Zelda: Link's Awakening
  scrolling
- GameBoy: added serial emulation (cannot connect to another GB yet),
  fixes Shin Megami Tensei - Devichil
- GameBoy: improved LCD STAT emulation, fixes Sagaia
- ui: added fullscreen support (F11 key), video settings allows for
  three scale settings
- ui: fixed brightness, contrast, gamma, audio volume, input frequency
  values on program startup
- ui: since Qt is dead, config file becomes bsnes.cfg once again
- Super Game Boy: you can now load the BIOS without a game inserted to
  see a pretty white box
- ui-gameboy: can be built without SNES components now
- libsnes: now a UI target, compile with 'make ui=ui-libsnes'
- libsnes: added WRAM, APURAM, VRAM, OAM, CGRAM access (cheat search,
  etc)
- source: removed launcher/, as the Qt port is now gone
- source: Makefile restructuring to better support new ui targets
- source: lots of other internal code cleanup work
2011-01-27 19:52:34 +11:00

55 lines
1.8 KiB
GLSL
Executable file

<?xml version="1.0" encoding="UTF-8"?>
<shader language="GLSL">
<vertex><![CDATA[
uniform vec2 rubyTextureSize;
void main() {
vec4 offsetx;
vec4 offsety;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
offsetx.x = 1.0 / rubyTextureSize.x;
offsetx.y = 0.0;
offsetx.w = 0.0;
offsetx.z = 0.0;
offsety.y = 1.0 / rubyTextureSize.y;
offsety.x = 0.0;
offsety.w = 0.0;
offsety.z = 0.0;
gl_TexCoord[0] = gl_MultiTexCoord0; //center
gl_TexCoord[1] = gl_TexCoord[0] - offsetx; //left
gl_TexCoord[2] = gl_TexCoord[0] + offsetx; //right
gl_TexCoord[3] = gl_TexCoord[0] - offsety; //top
gl_TexCoord[4] = gl_TexCoord[0] + offsety; //bottom
}
]]></vertex>
<fragment><![CDATA[
uniform sampler2D rubyTexture;
uniform vec2 rubyTextureSize;
void main() {
vec4 colD, colF, colB, colH, col, tmp;
vec2 sel;
col = texture2DProj(rubyTexture, gl_TexCoord[0]); //central (can be E0-E3)
colD = texture2DProj(rubyTexture, gl_TexCoord[1]); //D (left)
colF = texture2DProj(rubyTexture, gl_TexCoord[2]); //F (right)
colB = texture2DProj(rubyTexture, gl_TexCoord[3]); //B (top)
colH = texture2DProj(rubyTexture, gl_TexCoord[4]); //H (bottom)
sel = fract(gl_TexCoord[0].xy * rubyTextureSize.xy); //where are we (E0-E3)?
//E0 is default
if(sel.y >= 0.5) { tmp = colB; colB = colH; colH = tmp; } //E1 (or E3): swap B and H
if(sel.x >= 0.5) { tmp = colF; colF = colD; colD = tmp; } //E2 (or E3): swap D and F
if(colB == colD && colB != colF && colD != colH) { //do the Scale2x rule
col = colD;
}
gl_FragColor = col;
}
]]></fragment>
</shader>